OpenGLRenderer.cpp revision 11cb642756093a4af901b1525375b1eb2b5c3e2b
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48#define ALPHA_THRESHOLD 0 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 mHasDrawFilter = false; 115 116 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 117 118 mFirstSnapshot = new Snapshot; 119} 120 121OpenGLRenderer::~OpenGLRenderer() { 122 // The context has already been destroyed at this point, do not call 123 // GL APIs. All GL state should be kept in Caches.h 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Debug 128/////////////////////////////////////////////////////////////////////////////// 129 130void OpenGLRenderer::startMark(const char* name) const { 131 mCaches.startMark(0, name); 132} 133 134void OpenGLRenderer::endMark() const { 135 mCaches.endMark(); 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142bool OpenGLRenderer::isDeferred() { 143 return false; 144} 145 146void OpenGLRenderer::setViewport(int width, int height) { 147 initViewport(width, height); 148 149 glDisable(GL_DITHER); 150 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 151 152 glEnableVertexAttribArray(Program::kBindingPosition); 153} 154 155void OpenGLRenderer::initViewport(int width, int height) { 156 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 157 158 mWidth = width; 159 mHeight = height; 160 161 mFirstSnapshot->height = height; 162 mFirstSnapshot->viewport.set(0, 0, width, height); 163} 164 165int OpenGLRenderer::prepare(bool opaque) { 166 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 167} 168 169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 170 mCaches.clearGarbage(); 171 172 mSnapshot = new Snapshot(mFirstSnapshot, 173 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 174 mSnapshot->fbo = getTargetFbo(); 175 mSaveCount = 1; 176 177 mSnapshot->setClip(left, top, right, bottom); 178 mDirtyClip = opaque; 179 180 updateLayers(); 181 182 // If we know that we are going to redraw the entire framebuffer, 183 // perform a discard to let the driver know we don't need to preserve 184 // the back buffer for this frame. 185 if (mCaches.extensions.hasDiscardFramebuffer() && 186 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 187 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 188 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 189 } 190 191 syncState(); 192 193 mTilingSnapshot = mSnapshot; 194 startTiling(mTilingSnapshot, true); 195 196 if (!opaque) { 197 mCaches.enableScissor(); 198 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 199 glClear(GL_COLOR_BUFFER_BIT); 200 return DrawGlInfo::kStatusDrew; 201 } else { 202 mCaches.resetScissor(); 203 } 204 205 return DrawGlInfo::kStatusDone; 206} 207 208void OpenGLRenderer::syncState() { 209 glViewport(0, 0, mWidth, mHeight); 210 211 if (mCaches.blend) { 212 glEnable(GL_BLEND); 213 } else { 214 glDisable(GL_BLEND); 215 } 216} 217 218void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 219 Rect* clip = mTilingSnapshot->clipRect; 220 if (s->flags & Snapshot::kFlagIsFboLayer) { 221 clip = s->clipRect; 222 } 223 224 mCaches.startTiling(clip->left, s->height - clip->bottom, 225 clip->right - clip->left, clip->bottom - clip->top, opaque); 226} 227 228void OpenGLRenderer::endTiling() { 229 mCaches.endTiling(); 230} 231 232void OpenGLRenderer::finish() { 233 endTiling(); 234 235 if (!suppressErrorChecks()) { 236#if DEBUG_OPENGL 237 GLenum status = GL_NO_ERROR; 238 while ((status = glGetError()) != GL_NO_ERROR) { 239 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 240 switch (status) { 241 case GL_INVALID_ENUM: 242 ALOGE(" GL_INVALID_ENUM"); 243 break; 244 case GL_INVALID_VALUE: 245 ALOGE(" GL_INVALID_VALUE"); 246 break; 247 case GL_INVALID_OPERATION: 248 ALOGE(" GL_INVALID_OPERATION"); 249 break; 250 case GL_OUT_OF_MEMORY: 251 ALOGE(" Out of memory!"); 252 break; 253 } 254 } 255#endif 256 257#if DEBUG_MEMORY_USAGE 258 mCaches.dumpMemoryUsage(); 259#else 260 if (mCaches.getDebugLevel() & kDebugMemory) { 261 mCaches.dumpMemoryUsage(); 262 } 263#endif 264 } 265} 266 267void OpenGLRenderer::interrupt() { 268 if (mCaches.currentProgram) { 269 if (mCaches.currentProgram->isInUse()) { 270 mCaches.currentProgram->remove(); 271 mCaches.currentProgram = NULL; 272 } 273 } 274 mCaches.unbindMeshBuffer(); 275 mCaches.unbindIndicesBuffer(); 276 mCaches.resetVertexPointers(); 277 mCaches.disbaleTexCoordsVertexArray(); 278} 279 280void OpenGLRenderer::resume() { 281 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 282 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 283 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 284 285 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 286 287 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 288 mCaches.enableScissor(); 289 mCaches.resetScissor(); 290 dirtyClip(); 291 292 mCaches.activeTexture(0); 293 294 mCaches.blend = true; 295 glEnable(GL_BLEND); 296 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 297 glBlendEquation(GL_FUNC_ADD); 298} 299 300void OpenGLRenderer::resumeAfterLayer() { 301 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 302 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 303 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 304 305 mCaches.resetScissor(); 306 dirtyClip(); 307} 308 309void OpenGLRenderer::detachFunctor(Functor* functor) { 310 mFunctors.remove(functor); 311} 312 313void OpenGLRenderer::attachFunctor(Functor* functor) { 314 mFunctors.add(functor); 315} 316 317status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 318 status_t result = DrawGlInfo::kStatusDone; 319 size_t count = mFunctors.size(); 320 321 if (count > 0) { 322 SortedVector<Functor*> functors(mFunctors); 323 mFunctors.clear(); 324 325 DrawGlInfo info; 326 info.clipLeft = 0; 327 info.clipTop = 0; 328 info.clipRight = 0; 329 info.clipBottom = 0; 330 info.isLayer = false; 331 info.width = 0; 332 info.height = 0; 333 memset(info.transform, 0, sizeof(float) * 16); 334 335 for (size_t i = 0; i < count; i++) { 336 Functor* f = functors.itemAt(i); 337 result |= (*f)(DrawGlInfo::kModeProcess, &info); 338 339 if (result & DrawGlInfo::kStatusDraw) { 340 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 341 dirty.unionWith(localDirty); 342 } 343 344 if (result & DrawGlInfo::kStatusInvoke) { 345 mFunctors.add(f); 346 } 347 } 348 // protect against functors binding to other buffers 349 mCaches.unbindMeshBuffer(); 350 mCaches.unbindIndicesBuffer(); 351 mCaches.activeTexture(0); 352 } 353 354 return result; 355} 356 357status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 358 interrupt(); 359 detachFunctor(functor); 360 361 mCaches.enableScissor(); 362 if (mDirtyClip) { 363 setScissorFromClip(); 364 } 365 366 Rect clip(*mSnapshot->clipRect); 367 clip.snapToPixelBoundaries(); 368 369 // Since we don't know what the functor will draw, let's dirty 370 // tne entire clip region 371 if (hasLayer()) { 372 dirtyLayerUnchecked(clip, getRegion()); 373 } 374 375 DrawGlInfo info; 376 info.clipLeft = clip.left; 377 info.clipTop = clip.top; 378 info.clipRight = clip.right; 379 info.clipBottom = clip.bottom; 380 info.isLayer = hasLayer(); 381 info.width = getSnapshot()->viewport.getWidth(); 382 info.height = getSnapshot()->height; 383 getSnapshot()->transform->copyTo(&info.transform[0]); 384 385 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 386 387 if (result != DrawGlInfo::kStatusDone) { 388 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 389 dirty.unionWith(localDirty); 390 391 if (result & DrawGlInfo::kStatusInvoke) { 392 mFunctors.add(functor); 393 } 394 } 395 396 resume(); 397 return result; 398} 399 400/////////////////////////////////////////////////////////////////////////////// 401// Layers 402/////////////////////////////////////////////////////////////////////////////// 403 404bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 405 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 406 OpenGLRenderer* renderer = layer->renderer; 407 Rect& dirty = layer->dirtyRect; 408 409 if (inFrame) endTiling(); 410 411 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 412 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 413 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 414 renderer->finish(); 415 416 if (inFrame) { 417 resumeAfterLayer(); 418 startTiling(mSnapshot); 419 } 420 421 dirty.setEmpty(); 422 layer->deferredUpdateScheduled = false; 423 layer->renderer = NULL; 424 layer->displayList = NULL; 425 426 return true; 427 } 428 429 return false; 430} 431 432void OpenGLRenderer::updateLayers() { 433 int count = mLayerUpdates.size(); 434 if (count > 0) { 435 startMark("Layer Updates"); 436 437 // Note: it is very important to update the layers in reverse order 438 for (int i = count - 1; i >= 0; i--) { 439 Layer* layer = mLayerUpdates.itemAt(i); 440 updateLayer(layer, false); 441 mCaches.resourceCache.decrementRefcount(layer); 442 } 443 mLayerUpdates.clear(); 444 445 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 446 endMark(); 447 } 448} 449 450void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 451 if (layer) { 452 mLayerUpdates.push_back(layer); 453 mCaches.resourceCache.incrementRefcount(layer); 454 } 455} 456 457void OpenGLRenderer::clearLayerUpdates() { 458 size_t count = mLayerUpdates.size(); 459 if (count > 0) { 460 mCaches.resourceCache.lock(); 461 for (size_t i = 0; i < count; i++) { 462 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 463 } 464 mCaches.resourceCache.unlock(); 465 mLayerUpdates.clear(); 466 } 467} 468 469/////////////////////////////////////////////////////////////////////////////// 470// State management 471/////////////////////////////////////////////////////////////////////////////// 472 473int OpenGLRenderer::getSaveCount() const { 474 return mSaveCount; 475} 476 477int OpenGLRenderer::save(int flags) { 478 return saveSnapshot(flags); 479} 480 481void OpenGLRenderer::restore() { 482 if (mSaveCount > 1) { 483 restoreSnapshot(); 484 } 485} 486 487void OpenGLRenderer::restoreToCount(int saveCount) { 488 if (saveCount < 1) saveCount = 1; 489 490 while (mSaveCount > saveCount) { 491 restoreSnapshot(); 492 } 493} 494 495int OpenGLRenderer::saveSnapshot(int flags) { 496 mSnapshot = new Snapshot(mSnapshot, flags); 497 return mSaveCount++; 498} 499 500bool OpenGLRenderer::restoreSnapshot() { 501 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 502 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 503 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 504 505 sp<Snapshot> current = mSnapshot; 506 sp<Snapshot> previous = mSnapshot->previous; 507 508 if (restoreOrtho) { 509 Rect& r = previous->viewport; 510 glViewport(r.left, r.top, r.right, r.bottom); 511 mOrthoMatrix.load(current->orthoMatrix); 512 } 513 514 mSaveCount--; 515 mSnapshot = previous; 516 517 if (restoreClip) { 518 dirtyClip(); 519 } 520 521 if (restoreLayer) { 522 composeLayer(current, previous); 523 } 524 525 return restoreClip; 526} 527 528/////////////////////////////////////////////////////////////////////////////// 529// Layers 530/////////////////////////////////////////////////////////////////////////////// 531 532int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 533 SkPaint* p, int flags) { 534 const GLuint previousFbo = mSnapshot->fbo; 535 const int count = saveSnapshot(flags); 536 537 if (!mSnapshot->isIgnored()) { 538 int alpha = 255; 539 SkXfermode::Mode mode; 540 541 if (p) { 542 alpha = p->getAlpha(); 543 if (!mCaches.extensions.hasFramebufferFetch()) { 544 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 545 if (!isMode) { 546 // Assume SRC_OVER 547 mode = SkXfermode::kSrcOver_Mode; 548 } 549 } else { 550 mode = getXfermode(p->getXfermode()); 551 } 552 } else { 553 mode = SkXfermode::kSrcOver_Mode; 554 } 555 556 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 557 } 558 559 return count; 560} 561 562int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 563 int alpha, int flags) { 564 if (alpha >= 255) { 565 return saveLayer(left, top, right, bottom, NULL, flags); 566 } else { 567 SkPaint paint; 568 paint.setAlpha(alpha); 569 return saveLayer(left, top, right, bottom, &paint, flags); 570 } 571} 572 573/** 574 * Layers are viewed by Skia are slightly different than layers in image editing 575 * programs (for instance.) When a layer is created, previously created layers 576 * and the frame buffer still receive every drawing command. For instance, if a 577 * layer is created and a shape intersecting the bounds of the layers and the 578 * framebuffer is draw, the shape will be drawn on both (unless the layer was 579 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 580 * 581 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 582 * texture. Unfortunately, this is inefficient as it requires every primitive to 583 * be drawn n + 1 times, where n is the number of active layers. In practice this 584 * means, for every primitive: 585 * - Switch active frame buffer 586 * - Change viewport, clip and projection matrix 587 * - Issue the drawing 588 * 589 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 590 * To avoid this, layers are implemented in a different way here, at least in the 591 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 592 * is set. When this flag is set we can redirect all drawing operations into a 593 * single FBO. 594 * 595 * This implementation relies on the frame buffer being at least RGBA 8888. When 596 * a layer is created, only a texture is created, not an FBO. The content of the 597 * frame buffer contained within the layer's bounds is copied into this texture 598 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 599 * buffer and drawing continues as normal. This technique therefore treats the 600 * frame buffer as a scratch buffer for the layers. 601 * 602 * To compose the layers back onto the frame buffer, each layer texture 603 * (containing the original frame buffer data) is drawn as a simple quad over 604 * the frame buffer. The trick is that the quad is set as the composition 605 * destination in the blending equation, and the frame buffer becomes the source 606 * of the composition. 607 * 608 * Drawing layers with an alpha value requires an extra step before composition. 609 * An empty quad is drawn over the layer's region in the frame buffer. This quad 610 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 611 * quad is used to multiply the colors in the frame buffer. This is achieved by 612 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 613 * GL_ZERO, GL_SRC_ALPHA. 614 * 615 * Because glCopyTexImage2D() can be slow, an alternative implementation might 616 * be use to draw a single clipped layer. The implementation described above 617 * is correct in every case. 618 * 619 * (1) The frame buffer is actually not cleared right away. To allow the GPU 620 * to potentially optimize series of calls to glCopyTexImage2D, the frame 621 * buffer is left untouched until the first drawing operation. Only when 622 * something actually gets drawn are the layers regions cleared. 623 */ 624bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 625 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 626 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 627 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 628 629 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 630 631 // Window coordinates of the layer 632 Rect clip; 633 Rect bounds(left, top, right, bottom); 634 Rect untransformedBounds(bounds); 635 mSnapshot->transform->mapRect(bounds); 636 637 // Layers only make sense if they are in the framebuffer's bounds 638 if (bounds.intersect(*mSnapshot->clipRect)) { 639 // We cannot work with sub-pixels in this case 640 bounds.snapToPixelBoundaries(); 641 642 // When the layer is not an FBO, we may use glCopyTexImage so we 643 // need to make sure the layer does not extend outside the bounds 644 // of the framebuffer 645 if (!bounds.intersect(mSnapshot->previous->viewport)) { 646 bounds.setEmpty(); 647 } else if (fboLayer) { 648 clip.set(bounds); 649 mat4 inverse; 650 inverse.loadInverse(*mSnapshot->transform); 651 inverse.mapRect(clip); 652 clip.snapToPixelBoundaries(); 653 if (clip.intersect(untransformedBounds)) { 654 clip.translate(-left, -top); 655 bounds.set(untransformedBounds); 656 } else { 657 clip.setEmpty(); 658 } 659 } 660 } else { 661 bounds.setEmpty(); 662 } 663 664 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 665 bounds.getHeight() > mCaches.maxTextureSize || 666 (fboLayer && clip.isEmpty())) { 667 mSnapshot->empty = fboLayer; 668 } else { 669 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 670 } 671 672 // Bail out if we won't draw in this snapshot 673 if (mSnapshot->invisible || mSnapshot->empty) { 674 return false; 675 } 676 677 mCaches.activeTexture(0); 678 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 679 if (!layer) { 680 return false; 681 } 682 683 layer->setAlpha(alpha, mode); 684 layer->layer.set(bounds); 685 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 686 bounds.getWidth() / float(layer->getWidth()), 0.0f); 687 layer->setColorFilter(mColorFilter); 688 layer->setBlend(true); 689 690 // Save the layer in the snapshot 691 mSnapshot->flags |= Snapshot::kFlagIsLayer; 692 mSnapshot->layer = layer; 693 694 if (fboLayer) { 695 return createFboLayer(layer, bounds, clip, previousFbo); 696 } else { 697 // Copy the framebuffer into the layer 698 layer->bindTexture(); 699 if (!bounds.isEmpty()) { 700 if (layer->isEmpty()) { 701 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 702 bounds.left, mSnapshot->height - bounds.bottom, 703 layer->getWidth(), layer->getHeight(), 0); 704 layer->setEmpty(false); 705 } else { 706 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 707 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 708 } 709 710 // Enqueue the buffer coordinates to clear the corresponding region later 711 mLayers.push(new Rect(bounds)); 712 } 713 } 714 715 return true; 716} 717 718bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 719 layer->setFbo(mCaches.fboCache.get()); 720 721 mSnapshot->region = &mSnapshot->layer->region; 722 mSnapshot->flags |= Snapshot::kFlagFboTarget; 723 724 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 725 mSnapshot->fbo = layer->getFbo(); 726 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 727 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 728 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 729 mSnapshot->height = bounds.getHeight(); 730 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 731 mSnapshot->orthoMatrix.load(mOrthoMatrix); 732 733 endTiling(); 734 // Bind texture to FBO 735 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 736 layer->bindTexture(); 737 738 // Initialize the texture if needed 739 if (layer->isEmpty()) { 740 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 741 layer->setEmpty(false); 742 } 743 744 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 745 layer->getTexture(), 0); 746 747 startTiling(mSnapshot); 748 749 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 750 mCaches.enableScissor(); 751 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 752 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 753 glClear(GL_COLOR_BUFFER_BIT); 754 755 dirtyClip(); 756 757 // Change the ortho projection 758 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 759 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 760 761 return true; 762} 763 764/** 765 * Read the documentation of createLayer() before doing anything in this method. 766 */ 767void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 768 if (!current->layer) { 769 ALOGE("Attempting to compose a layer that does not exist"); 770 return; 771 } 772 773 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 774 775 if (fboLayer) { 776 endTiling(); 777 778 // Detach the texture from the FBO 779 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 780 // Unbind current FBO and restore previous one 781 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 782 783 startTiling(previous); 784 } 785 786 Layer* layer = current->layer; 787 const Rect& rect = layer->layer; 788 789 if (!fboLayer && layer->getAlpha() < 255) { 790 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 791 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 792 // Required below, composeLayerRect() will divide by 255 793 layer->setAlpha(255); 794 } 795 796 mCaches.unbindMeshBuffer(); 797 798 mCaches.activeTexture(0); 799 800 // When the layer is stored in an FBO, we can save a bit of fillrate by 801 // drawing only the dirty region 802 if (fboLayer) { 803 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 804 if (layer->getColorFilter()) { 805 setupColorFilter(layer->getColorFilter()); 806 } 807 composeLayerRegion(layer, rect); 808 if (layer->getColorFilter()) { 809 resetColorFilter(); 810 } 811 } else if (!rect.isEmpty()) { 812 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 813 composeLayerRect(layer, rect, true); 814 } 815 816 if (fboLayer) { 817 // Note: No need to use glDiscardFramebufferEXT() since we never 818 // create/compose layers that are not on screen with this 819 // code path 820 // See LayerRenderer::destroyLayer(Layer*) 821 822 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 823 mCaches.fboCache.put(current->fbo); 824 layer->setFbo(0); 825 } 826 827 dirtyClip(); 828 829 // Failing to add the layer to the cache should happen only if the layer is too large 830 if (!mCaches.layerCache.put(layer)) { 831 LAYER_LOGD("Deleting layer"); 832 Caches::getInstance().resourceCache.decrementRefcount(layer); 833 } 834} 835 836void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 837 float alpha = layer->getAlpha() / 255.0f; 838 839 mat4& transform = layer->getTransform(); 840 if (!transform.isIdentity()) { 841 save(0); 842 mSnapshot->transform->multiply(transform); 843 } 844 845 setupDraw(); 846 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 847 setupDrawWithTexture(); 848 } else { 849 setupDrawWithExternalTexture(); 850 } 851 setupDrawTextureTransform(); 852 setupDrawColor(alpha, alpha, alpha, alpha); 853 setupDrawColorFilter(); 854 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 855 setupDrawProgram(); 856 setupDrawPureColorUniforms(); 857 setupDrawColorFilterUniforms(); 858 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 859 setupDrawTexture(layer->getTexture()); 860 } else { 861 setupDrawExternalTexture(layer->getTexture()); 862 } 863 if (mSnapshot->transform->isPureTranslate() && 864 layer->getWidth() == (uint32_t) rect.getWidth() && 865 layer->getHeight() == (uint32_t) rect.getHeight()) { 866 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 867 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 868 869 layer->setFilter(GL_NEAREST); 870 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 871 } else { 872 layer->setFilter(GL_LINEAR); 873 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 874 } 875 setupDrawTextureTransformUniforms(layer->getTexTransform()); 876 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 877 878 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 879 880 finishDrawTexture(); 881 882 if (!transform.isIdentity()) { 883 restore(); 884 } 885} 886 887void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 888 if (!layer->isTextureLayer()) { 889 const Rect& texCoords = layer->texCoords; 890 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 891 texCoords.right, texCoords.bottom); 892 893 float x = rect.left; 894 float y = rect.top; 895 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 896 layer->getWidth() == (uint32_t) rect.getWidth() && 897 layer->getHeight() == (uint32_t) rect.getHeight(); 898 899 if (simpleTransform) { 900 // When we're swapping, the layer is already in screen coordinates 901 if (!swap) { 902 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 903 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 904 } 905 906 layer->setFilter(GL_NEAREST, true); 907 } else { 908 layer->setFilter(GL_LINEAR, true); 909 } 910 911 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 912 layer->getTexture(), layer->getAlpha() / 255.0f, 913 layer->getMode(), layer->isBlend(), 914 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 915 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 916 917 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 918 } else { 919 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 920 drawTextureLayer(layer, rect); 921 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 922 } 923} 924 925void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 926 if (layer->region.isRect()) { 927 layer->setRegionAsRect(); 928 929 composeLayerRect(layer, layer->regionRect); 930 931 layer->region.clear(); 932 return; 933 } 934 935 // TODO: See LayerRenderer.cpp::generateMesh() for important 936 // information about this implementation 937 if (CC_LIKELY(!layer->region.isEmpty())) { 938 size_t count; 939 const android::Rect* rects = layer->region.getArray(&count); 940 941 const float alpha = layer->getAlpha() / 255.0f; 942 const float texX = 1.0f / float(layer->getWidth()); 943 const float texY = 1.0f / float(layer->getHeight()); 944 const float height = rect.getHeight(); 945 946 TextureVertex* mesh = mCaches.getRegionMesh(); 947 GLsizei numQuads = 0; 948 949 setupDraw(); 950 setupDrawWithTexture(); 951 setupDrawColor(alpha, alpha, alpha, alpha); 952 setupDrawColorFilter(); 953 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 954 setupDrawProgram(); 955 setupDrawDirtyRegionsDisabled(); 956 setupDrawPureColorUniforms(); 957 setupDrawColorFilterUniforms(); 958 setupDrawTexture(layer->getTexture()); 959 if (mSnapshot->transform->isPureTranslate()) { 960 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 961 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 962 963 layer->setFilter(GL_NEAREST); 964 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 965 } else { 966 layer->setFilter(GL_LINEAR); 967 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 968 } 969 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 970 971 for (size_t i = 0; i < count; i++) { 972 const android::Rect* r = &rects[i]; 973 974 const float u1 = r->left * texX; 975 const float v1 = (height - r->top) * texY; 976 const float u2 = r->right * texX; 977 const float v2 = (height - r->bottom) * texY; 978 979 // TODO: Reject quads outside of the clip 980 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 981 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 982 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 983 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 984 985 numQuads++; 986 987 if (numQuads >= REGION_MESH_QUAD_COUNT) { 988 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 989 numQuads = 0; 990 mesh = mCaches.getRegionMesh(); 991 } 992 } 993 994 if (numQuads > 0) { 995 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 996 } 997 998 finishDrawTexture(); 999 1000#if DEBUG_LAYERS_AS_REGIONS 1001 drawRegionRects(layer->region); 1002#endif 1003 1004 layer->region.clear(); 1005 } 1006} 1007 1008void OpenGLRenderer::drawRegionRects(const Region& region) { 1009#if DEBUG_LAYERS_AS_REGIONS 1010 size_t count; 1011 const android::Rect* rects = region.getArray(&count); 1012 1013 uint32_t colors[] = { 1014 0x7fff0000, 0x7f00ff00, 1015 0x7f0000ff, 0x7fff00ff, 1016 }; 1017 1018 int offset = 0; 1019 int32_t top = rects[0].top; 1020 1021 for (size_t i = 0; i < count; i++) { 1022 if (top != rects[i].top) { 1023 offset ^= 0x2; 1024 top = rects[i].top; 1025 } 1026 1027 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1028 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1029 SkXfermode::kSrcOver_Mode); 1030 } 1031#endif 1032} 1033 1034void OpenGLRenderer::dirtyLayer(const float left, const float top, 1035 const float right, const float bottom, const mat4 transform) { 1036 if (hasLayer()) { 1037 Rect bounds(left, top, right, bottom); 1038 transform.mapRect(bounds); 1039 dirtyLayerUnchecked(bounds, getRegion()); 1040 } 1041} 1042 1043void OpenGLRenderer::dirtyLayer(const float left, const float top, 1044 const float right, const float bottom) { 1045 if (hasLayer()) { 1046 Rect bounds(left, top, right, bottom); 1047 dirtyLayerUnchecked(bounds, getRegion()); 1048 } 1049} 1050 1051void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1052 if (bounds.intersect(*mSnapshot->clipRect)) { 1053 bounds.snapToPixelBoundaries(); 1054 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1055 if (!dirty.isEmpty()) { 1056 region->orSelf(dirty); 1057 } 1058 } 1059} 1060 1061void OpenGLRenderer::clearLayerRegions() { 1062 const size_t count = mLayers.size(); 1063 if (count == 0) return; 1064 1065 if (!mSnapshot->isIgnored()) { 1066 // Doing several glScissor/glClear here can negatively impact 1067 // GPUs with a tiler architecture, instead we draw quads with 1068 // the Clear blending mode 1069 1070 // The list contains bounds that have already been clipped 1071 // against their initial clip rect, and the current clip 1072 // is likely different so we need to disable clipping here 1073 bool scissorChanged = mCaches.disableScissor(); 1074 1075 Vertex mesh[count * 6]; 1076 Vertex* vertex = mesh; 1077 1078 for (uint32_t i = 0; i < count; i++) { 1079 Rect* bounds = mLayers.itemAt(i); 1080 1081 Vertex::set(vertex++, bounds->left, bounds->bottom); 1082 Vertex::set(vertex++, bounds->left, bounds->top); 1083 Vertex::set(vertex++, bounds->right, bounds->top); 1084 Vertex::set(vertex++, bounds->left, bounds->bottom); 1085 Vertex::set(vertex++, bounds->right, bounds->top); 1086 Vertex::set(vertex++, bounds->right, bounds->bottom); 1087 1088 delete bounds; 1089 } 1090 1091 setupDraw(false); 1092 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1093 setupDrawBlending(true, SkXfermode::kClear_Mode); 1094 setupDrawProgram(); 1095 setupDrawPureColorUniforms(); 1096 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1097 setupDrawVertices(&mesh[0].position[0]); 1098 1099 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1100 1101 if (scissorChanged) mCaches.enableScissor(); 1102 } else { 1103 for (uint32_t i = 0; i < count; i++) { 1104 delete mLayers.itemAt(i); 1105 } 1106 } 1107 1108 mLayers.clear(); 1109} 1110 1111/////////////////////////////////////////////////////////////////////////////// 1112// Transforms 1113/////////////////////////////////////////////////////////////////////////////// 1114 1115void OpenGLRenderer::translate(float dx, float dy) { 1116 mSnapshot->transform->translate(dx, dy, 0.0f); 1117} 1118 1119void OpenGLRenderer::rotate(float degrees) { 1120 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1121} 1122 1123void OpenGLRenderer::scale(float sx, float sy) { 1124 mSnapshot->transform->scale(sx, sy, 1.0f); 1125} 1126 1127void OpenGLRenderer::skew(float sx, float sy) { 1128 mSnapshot->transform->skew(sx, sy); 1129} 1130 1131void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1132 if (matrix) { 1133 mSnapshot->transform->load(*matrix); 1134 } else { 1135 mSnapshot->transform->loadIdentity(); 1136 } 1137} 1138 1139void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1140 mSnapshot->transform->copyTo(*matrix); 1141} 1142 1143void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1144 SkMatrix transform; 1145 mSnapshot->transform->copyTo(transform); 1146 transform.preConcat(*matrix); 1147 mSnapshot->transform->load(transform); 1148} 1149 1150/////////////////////////////////////////////////////////////////////////////// 1151// Clipping 1152/////////////////////////////////////////////////////////////////////////////// 1153 1154void OpenGLRenderer::setScissorFromClip() { 1155 Rect clip(*mSnapshot->clipRect); 1156 clip.snapToPixelBoundaries(); 1157 1158 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1159 clip.getWidth(), clip.getHeight())) { 1160 mDirtyClip = false; 1161 } 1162} 1163 1164const Rect& OpenGLRenderer::getClipBounds() { 1165 return mSnapshot->getLocalClip(); 1166} 1167 1168bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1169 if (mSnapshot->isIgnored()) { 1170 return true; 1171 } 1172 1173 Rect r(left, top, right, bottom); 1174 mSnapshot->transform->mapRect(r); 1175 r.snapToPixelBoundaries(); 1176 1177 Rect clipRect(*mSnapshot->clipRect); 1178 clipRect.snapToPixelBoundaries(); 1179 1180 return !clipRect.intersects(r); 1181} 1182 1183bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1184 Rect& transformed, Rect& clip) { 1185 if (mSnapshot->isIgnored()) { 1186 return true; 1187 } 1188 1189 transformed.set(left, top, right, bottom); 1190 mSnapshot->transform->mapRect(transformed); 1191 transformed.snapToPixelBoundaries(); 1192 1193 clip.set(*mSnapshot->clipRect); 1194 clip.snapToPixelBoundaries(); 1195 1196 return !clip.intersects(transformed); 1197} 1198 1199bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1200 if (mSnapshot->isIgnored()) { 1201 return true; 1202 } 1203 1204 Rect r(left, top, right, bottom); 1205 mSnapshot->transform->mapRect(r); 1206 r.snapToPixelBoundaries(); 1207 1208 Rect clipRect(*mSnapshot->clipRect); 1209 clipRect.snapToPixelBoundaries(); 1210 1211 bool rejected = !clipRect.intersects(r); 1212 if (!isDeferred() && !rejected) { 1213 mCaches.setScissorEnabled(!clipRect.contains(r)); 1214 } 1215 1216 return rejected; 1217} 1218 1219bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1220 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1221 if (clipped) { 1222 dirtyClip(); 1223 } 1224 return !mSnapshot->clipRect->isEmpty(); 1225} 1226 1227Rect* OpenGLRenderer::getClipRect() { 1228 return mSnapshot->clipRect; 1229} 1230 1231/////////////////////////////////////////////////////////////////////////////// 1232// Drawing commands 1233/////////////////////////////////////////////////////////////////////////////// 1234 1235void OpenGLRenderer::setupDraw(bool clear) { 1236 // TODO: It would be best if we could do this before quickReject() 1237 // changes the scissor test state 1238 if (clear) clearLayerRegions(); 1239 if (mDirtyClip) { 1240 setScissorFromClip(); 1241 } 1242 mDescription.reset(); 1243 mSetShaderColor = false; 1244 mColorSet = false; 1245 mColorA = mColorR = mColorG = mColorB = 0.0f; 1246 mTextureUnit = 0; 1247 mTrackDirtyRegions = true; 1248} 1249 1250void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1251 mDescription.hasTexture = true; 1252 mDescription.hasAlpha8Texture = isAlpha8; 1253} 1254 1255void OpenGLRenderer::setupDrawWithExternalTexture() { 1256 mDescription.hasExternalTexture = true; 1257} 1258 1259void OpenGLRenderer::setupDrawNoTexture() { 1260 mCaches.disbaleTexCoordsVertexArray(); 1261} 1262 1263void OpenGLRenderer::setupDrawAALine() { 1264 mDescription.isAA = true; 1265} 1266 1267void OpenGLRenderer::setupDrawAARect() { 1268 mDescription.isAARect = true; 1269} 1270 1271void OpenGLRenderer::setupDrawPoint(float pointSize) { 1272 mDescription.isPoint = true; 1273 mDescription.pointSize = pointSize; 1274} 1275 1276void OpenGLRenderer::setupDrawColor(int color) { 1277 setupDrawColor(color, (color >> 24) & 0xFF); 1278} 1279 1280void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1281 mColorA = alpha / 255.0f; 1282 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1283 // the rgb values by a instead of also dividing by 255 1284 const float a = mColorA / 255.0f; 1285 mColorR = a * ((color >> 16) & 0xFF); 1286 mColorG = a * ((color >> 8) & 0xFF); 1287 mColorB = a * ((color ) & 0xFF); 1288 mColorSet = true; 1289 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1290} 1291 1292void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1293 mColorA = alpha / 255.0f; 1294 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1295 // the rgb values by a instead of also dividing by 255 1296 const float a = mColorA / 255.0f; 1297 mColorR = a * ((color >> 16) & 0xFF); 1298 mColorG = a * ((color >> 8) & 0xFF); 1299 mColorB = a * ((color ) & 0xFF); 1300 mColorSet = true; 1301 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1302} 1303 1304void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1305 mCaches.fontRenderer->describe(mDescription, paint); 1306} 1307 1308void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1309 mColorA = a; 1310 mColorR = r; 1311 mColorG = g; 1312 mColorB = b; 1313 mColorSet = true; 1314 mSetShaderColor = mDescription.setColor(r, g, b, a); 1315} 1316 1317void OpenGLRenderer::setupDrawShader() { 1318 if (mShader) { 1319 mShader->describe(mDescription, mCaches.extensions); 1320 } 1321} 1322 1323void OpenGLRenderer::setupDrawColorFilter() { 1324 if (mColorFilter) { 1325 mColorFilter->describe(mDescription, mCaches.extensions); 1326 } 1327} 1328 1329void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1330 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1331 mColorA = 1.0f; 1332 mColorR = mColorG = mColorB = 0.0f; 1333 mSetShaderColor = mDescription.modulate = true; 1334 } 1335} 1336 1337void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1338 // When the blending mode is kClear_Mode, we need to use a modulate color 1339 // argb=1,0,0,0 1340 accountForClear(mode); 1341 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1342 mDescription, swapSrcDst); 1343} 1344 1345void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1346 // When the blending mode is kClear_Mode, we need to use a modulate color 1347 // argb=1,0,0,0 1348 accountForClear(mode); 1349 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1350 mDescription, swapSrcDst); 1351} 1352 1353void OpenGLRenderer::setupDrawProgram() { 1354 useProgram(mCaches.programCache.get(mDescription)); 1355} 1356 1357void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1358 mTrackDirtyRegions = false; 1359} 1360 1361void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1362 bool ignoreTransform) { 1363 mModelView.loadTranslate(left, top, 0.0f); 1364 if (!ignoreTransform) { 1365 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1366 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1367 } else { 1368 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1369 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1370 } 1371} 1372 1373void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1374 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1375} 1376 1377void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1378 bool ignoreTransform, bool ignoreModelView) { 1379 if (!ignoreModelView) { 1380 mModelView.loadTranslate(left, top, 0.0f); 1381 mModelView.scale(right - left, bottom - top, 1.0f); 1382 } else { 1383 mModelView.loadIdentity(); 1384 } 1385 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1386 if (!ignoreTransform) { 1387 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1388 if (mTrackDirtyRegions && dirty) { 1389 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1390 } 1391 } else { 1392 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1393 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1394 } 1395} 1396 1397void OpenGLRenderer::setupDrawPointUniforms() { 1398 int slot = mCaches.currentProgram->getUniform("pointSize"); 1399 glUniform1f(slot, mDescription.pointSize); 1400} 1401 1402void OpenGLRenderer::setupDrawColorUniforms() { 1403 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1404 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1405 } 1406} 1407 1408void OpenGLRenderer::setupDrawPureColorUniforms() { 1409 if (mSetShaderColor) { 1410 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1411 } 1412} 1413 1414void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1415 if (mShader) { 1416 if (ignoreTransform) { 1417 mModelView.loadInverse(*mSnapshot->transform); 1418 } 1419 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1420 } 1421} 1422 1423void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1424 if (mShader) { 1425 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1426 } 1427} 1428 1429void OpenGLRenderer::setupDrawColorFilterUniforms() { 1430 if (mColorFilter) { 1431 mColorFilter->setupProgram(mCaches.currentProgram); 1432 } 1433} 1434 1435void OpenGLRenderer::setupDrawTextGammaUniforms() { 1436 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1437} 1438 1439void OpenGLRenderer::setupDrawSimpleMesh() { 1440 bool force = mCaches.bindMeshBuffer(); 1441 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1442 mCaches.unbindIndicesBuffer(); 1443} 1444 1445void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1446 bindTexture(texture); 1447 mTextureUnit++; 1448 mCaches.enableTexCoordsVertexArray(); 1449} 1450 1451void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1452 bindExternalTexture(texture); 1453 mTextureUnit++; 1454 mCaches.enableTexCoordsVertexArray(); 1455} 1456 1457void OpenGLRenderer::setupDrawTextureTransform() { 1458 mDescription.hasTextureTransform = true; 1459} 1460 1461void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1462 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1463 GL_FALSE, &transform.data[0]); 1464} 1465 1466void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1467 bool force = false; 1468 if (!vertices) { 1469 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1470 } else { 1471 force = mCaches.unbindMeshBuffer(); 1472 } 1473 1474 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1475 if (mCaches.currentProgram->texCoords >= 0) { 1476 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1477 } 1478 1479 mCaches.unbindIndicesBuffer(); 1480} 1481 1482void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1483 bool force = mCaches.unbindMeshBuffer(); 1484 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1485 if (mCaches.currentProgram->texCoords >= 0) { 1486 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1487 } 1488} 1489 1490void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1491 bool force = mCaches.unbindMeshBuffer(); 1492 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1493 vertices, gVertexStride); 1494 mCaches.unbindIndicesBuffer(); 1495} 1496 1497/** 1498 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1499 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1500 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1501 * attributes (one per vertex) are values from zero to one that tells the fragment 1502 * shader where the fragment is in relation to the line width/length overall; these values are 1503 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1504 * region of the line. 1505 * Note that we only pass down the width values in this setup function. The length coordinates 1506 * are set up for each individual segment. 1507 */ 1508void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1509 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1510 bool force = mCaches.unbindMeshBuffer(); 1511 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1512 vertices, gAAVertexStride); 1513 mCaches.resetTexCoordsVertexPointer(); 1514 mCaches.unbindIndicesBuffer(); 1515 1516 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1517 glEnableVertexAttribArray(widthSlot); 1518 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1519 1520 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1521 glEnableVertexAttribArray(lengthSlot); 1522 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1523 1524 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1525 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1526} 1527 1528void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1529 glDisableVertexAttribArray(widthSlot); 1530 glDisableVertexAttribArray(lengthSlot); 1531} 1532 1533void OpenGLRenderer::finishDrawTexture() { 1534} 1535 1536/////////////////////////////////////////////////////////////////////////////// 1537// Drawing 1538/////////////////////////////////////////////////////////////////////////////// 1539 1540status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1541 Rect& dirty, int32_t flags, uint32_t level) { 1542 1543 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1544 // will be performed by the display list itself 1545 if (displayList && displayList->isRenderable()) { 1546 return displayList->replay(*this, dirty, flags, level); 1547 } 1548 1549 return DrawGlInfo::kStatusDone; 1550} 1551 1552void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1553 if (displayList) { 1554 displayList->output(*this, level); 1555 } 1556} 1557 1558void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1559 int alpha; 1560 SkXfermode::Mode mode; 1561 getAlphaAndMode(paint, &alpha, &mode); 1562 1563 float x = left; 1564 float y = top; 1565 1566 GLenum filter = GL_LINEAR; 1567 bool ignoreTransform = false; 1568 if (mSnapshot->transform->isPureTranslate()) { 1569 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1570 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1571 ignoreTransform = true; 1572 filter = GL_NEAREST; 1573 } else { 1574 filter = FILTER(paint); 1575 } 1576 1577 setupDraw(); 1578 setupDrawWithTexture(true); 1579 if (paint) { 1580 setupDrawAlpha8Color(paint->getColor(), alpha); 1581 } 1582 setupDrawColorFilter(); 1583 setupDrawShader(); 1584 setupDrawBlending(true, mode); 1585 setupDrawProgram(); 1586 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1587 1588 setupDrawTexture(texture->id); 1589 texture->setWrap(GL_CLAMP_TO_EDGE); 1590 texture->setFilter(filter); 1591 1592 setupDrawPureColorUniforms(); 1593 setupDrawColorFilterUniforms(); 1594 setupDrawShaderUniforms(); 1595 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1596 1597 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1598 1599 finishDrawTexture(); 1600} 1601 1602status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1603 const float right = left + bitmap->width(); 1604 const float bottom = top + bitmap->height(); 1605 1606 if (quickReject(left, top, right, bottom)) { 1607 return DrawGlInfo::kStatusDone; 1608 } 1609 1610 mCaches.activeTexture(0); 1611 Texture* texture = mCaches.textureCache.get(bitmap); 1612 if (!texture) return DrawGlInfo::kStatusDone; 1613 const AutoTexture autoCleanup(texture); 1614 1615 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1616 drawAlphaBitmap(texture, left, top, paint); 1617 } else { 1618 drawTextureRect(left, top, right, bottom, texture, paint); 1619 } 1620 1621 return DrawGlInfo::kStatusDrew; 1622} 1623 1624status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1625 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1626 const mat4 transform(*matrix); 1627 transform.mapRect(r); 1628 1629 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1630 return DrawGlInfo::kStatusDone; 1631 } 1632 1633 mCaches.activeTexture(0); 1634 Texture* texture = mCaches.textureCache.get(bitmap); 1635 if (!texture) return DrawGlInfo::kStatusDone; 1636 const AutoTexture autoCleanup(texture); 1637 1638 // This could be done in a cheaper way, all we need is pass the matrix 1639 // to the vertex shader. The save/restore is a bit overkill. 1640 save(SkCanvas::kMatrix_SaveFlag); 1641 concatMatrix(matrix); 1642 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1643 restore(); 1644 1645 return DrawGlInfo::kStatusDrew; 1646} 1647 1648status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1649 const float right = left + bitmap->width(); 1650 const float bottom = top + bitmap->height(); 1651 1652 if (quickReject(left, top, right, bottom)) { 1653 return DrawGlInfo::kStatusDone; 1654 } 1655 1656 mCaches.activeTexture(0); 1657 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1658 const AutoTexture autoCleanup(texture); 1659 1660 drawTextureRect(left, top, right, bottom, texture, paint); 1661 1662 return DrawGlInfo::kStatusDrew; 1663} 1664 1665status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1666 float* vertices, int* colors, SkPaint* paint) { 1667 // TODO: Do a quickReject 1668 if (!vertices || mSnapshot->isIgnored()) { 1669 return DrawGlInfo::kStatusDone; 1670 } 1671 1672 mCaches.activeTexture(0); 1673 Texture* texture = mCaches.textureCache.get(bitmap); 1674 if (!texture) return DrawGlInfo::kStatusDone; 1675 const AutoTexture autoCleanup(texture); 1676 1677 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1678 texture->setFilter(FILTER(paint), true); 1679 1680 int alpha; 1681 SkXfermode::Mode mode; 1682 getAlphaAndMode(paint, &alpha, &mode); 1683 1684 const uint32_t count = meshWidth * meshHeight * 6; 1685 1686 float left = FLT_MAX; 1687 float top = FLT_MAX; 1688 float right = FLT_MIN; 1689 float bottom = FLT_MIN; 1690 1691 const bool hasActiveLayer = hasLayer(); 1692 1693 // TODO: Support the colors array 1694 TextureVertex mesh[count]; 1695 TextureVertex* vertex = mesh; 1696 for (int32_t y = 0; y < meshHeight; y++) { 1697 for (int32_t x = 0; x < meshWidth; x++) { 1698 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1699 1700 float u1 = float(x) / meshWidth; 1701 float u2 = float(x + 1) / meshWidth; 1702 float v1 = float(y) / meshHeight; 1703 float v2 = float(y + 1) / meshHeight; 1704 1705 int ax = i + (meshWidth + 1) * 2; 1706 int ay = ax + 1; 1707 int bx = i; 1708 int by = bx + 1; 1709 int cx = i + 2; 1710 int cy = cx + 1; 1711 int dx = i + (meshWidth + 1) * 2 + 2; 1712 int dy = dx + 1; 1713 1714 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1715 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1716 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1717 1718 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1719 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1720 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1721 1722 if (hasActiveLayer) { 1723 // TODO: This could be optimized to avoid unnecessary ops 1724 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1725 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1726 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1727 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1728 } 1729 } 1730 } 1731 1732 if (hasActiveLayer) { 1733 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1734 } 1735 1736 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1737 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1738 GL_TRIANGLES, count, false, false, 0, false, false); 1739 1740 return DrawGlInfo::kStatusDrew; 1741} 1742 1743status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1744 float srcLeft, float srcTop, float srcRight, float srcBottom, 1745 float dstLeft, float dstTop, float dstRight, float dstBottom, 1746 SkPaint* paint) { 1747 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1748 return DrawGlInfo::kStatusDone; 1749 } 1750 1751 mCaches.activeTexture(0); 1752 Texture* texture = mCaches.textureCache.get(bitmap); 1753 if (!texture) return DrawGlInfo::kStatusDone; 1754 const AutoTexture autoCleanup(texture); 1755 1756 const float width = texture->width; 1757 const float height = texture->height; 1758 1759 const float u1 = fmax(0.0f, srcLeft / width); 1760 const float v1 = fmax(0.0f, srcTop / height); 1761 const float u2 = fmin(1.0f, srcRight / width); 1762 const float v2 = fmin(1.0f, srcBottom / height); 1763 1764 mCaches.unbindMeshBuffer(); 1765 resetDrawTextureTexCoords(u1, v1, u2, v2); 1766 1767 int alpha; 1768 SkXfermode::Mode mode; 1769 getAlphaAndMode(paint, &alpha, &mode); 1770 1771 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1772 1773 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1774 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1775 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1776 1777 GLenum filter = GL_NEAREST; 1778 // Enable linear filtering if the source rectangle is scaled 1779 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1780 filter = FILTER(paint); 1781 } 1782 1783 texture->setFilter(filter, true); 1784 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1785 texture->id, alpha / 255.0f, mode, texture->blend, 1786 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1787 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1788 } else { 1789 texture->setFilter(FILTER(paint), true); 1790 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1791 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1792 GL_TRIANGLE_STRIP, gMeshCount); 1793 } 1794 1795 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1796 1797 return DrawGlInfo::kStatusDrew; 1798} 1799 1800status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1801 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1802 float left, float top, float right, float bottom, SkPaint* paint) { 1803 int alpha; 1804 SkXfermode::Mode mode; 1805 getAlphaAndModeDirect(paint, &alpha, &mode); 1806 1807 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1808 left, top, right, bottom, alpha, mode); 1809} 1810 1811status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1812 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1813 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1814 if (quickReject(left, top, right, bottom)) { 1815 return DrawGlInfo::kStatusDone; 1816 } 1817 1818 alpha *= mSnapshot->alpha; 1819 1820 mCaches.activeTexture(0); 1821 Texture* texture = mCaches.textureCache.get(bitmap); 1822 if (!texture) return DrawGlInfo::kStatusDone; 1823 const AutoTexture autoCleanup(texture); 1824 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1825 texture->setFilter(GL_LINEAR, true); 1826 1827 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1828 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1829 1830 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1831 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1832 // Mark the current layer dirty where we are going to draw the patch 1833 if (hasLayer() && mesh->hasEmptyQuads) { 1834 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1835 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1836 const size_t count = mesh->quads.size(); 1837 for (size_t i = 0; i < count; i++) { 1838 const Rect& bounds = mesh->quads.itemAt(i); 1839 if (CC_LIKELY(pureTranslate)) { 1840 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1841 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1842 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1843 } else { 1844 dirtyLayer(left + bounds.left, top + bounds.top, 1845 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1846 } 1847 } 1848 } 1849 1850 if (CC_LIKELY(pureTranslate)) { 1851 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1852 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1853 1854 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1855 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1856 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1857 true, !mesh->hasEmptyQuads); 1858 } else { 1859 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1860 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1861 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1862 true, !mesh->hasEmptyQuads); 1863 } 1864 } 1865 1866 return DrawGlInfo::kStatusDrew; 1867} 1868 1869/** 1870 * This function uses a similar approach to that of AA lines in the drawLines() function. 1871 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1872 * a fragment shader to compute the translucency of the color from its position, we simply use a 1873 * varying parameter to define how far a given pixel is into the region. 1874 */ 1875void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1876 int color, SkXfermode::Mode mode) { 1877 float inverseScaleX = 1.0f; 1878 float inverseScaleY = 1.0f; 1879 1880 // The quad that we use needs to account for scaling. 1881 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1882 Matrix4 *mat = mSnapshot->transform; 1883 float m00 = mat->data[Matrix4::kScaleX]; 1884 float m01 = mat->data[Matrix4::kSkewY]; 1885 float m10 = mat->data[Matrix4::kSkewX]; 1886 float m11 = mat->data[Matrix4::kScaleY]; 1887 float scaleX = sqrt(m00 * m00 + m01 * m01); 1888 float scaleY = sqrt(m10 * m10 + m11 * m11); 1889 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1890 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1891 } 1892 1893 float boundarySizeX = .5 * inverseScaleX; 1894 float boundarySizeY = .5 * inverseScaleY; 1895 1896 float innerLeft = left + boundarySizeX; 1897 float innerRight = right - boundarySizeX; 1898 float innerTop = top + boundarySizeY; 1899 float innerBottom = bottom - boundarySizeY; 1900 1901 // Adjust the rect by the AA boundary padding 1902 left -= boundarySizeX; 1903 right += boundarySizeX; 1904 top -= boundarySizeY; 1905 bottom += boundarySizeY; 1906 1907 if (!quickReject(left, top, right, bottom)) { 1908 setupDraw(); 1909 setupDrawNoTexture(); 1910 setupDrawAARect(); 1911 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1912 setupDrawColorFilter(); 1913 setupDrawShader(); 1914 setupDrawBlending(true, mode); 1915 setupDrawProgram(); 1916 setupDrawModelViewIdentity(true); 1917 setupDrawColorUniforms(); 1918 setupDrawColorFilterUniforms(); 1919 setupDrawShaderIdentityUniforms(); 1920 1921 AlphaVertex rects[14]; 1922 AlphaVertex* aVertices = &rects[0]; 1923 void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset; 1924 1925 bool force = mCaches.unbindMeshBuffer(); 1926 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1927 aVertices, gAlphaVertexStride); 1928 mCaches.resetTexCoordsVertexPointer(); 1929 mCaches.unbindIndicesBuffer(); 1930 1931 int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1932 glEnableVertexAttribArray(alphaSlot); 1933 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1934 1935 // draw left 1936 AlphaVertex::set(aVertices++, left, bottom, 0); 1937 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1938 AlphaVertex::set(aVertices++, left, top, 0); 1939 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1940 1941 // draw top 1942 AlphaVertex::set(aVertices++, right, top, 0); 1943 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1944 1945 // draw right 1946 AlphaVertex::set(aVertices++, right, bottom, 0); 1947 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1948 1949 // draw bottom 1950 AlphaVertex::set(aVertices++, left, bottom, 0); 1951 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1952 1953 // draw inner rect (repeating last vertex to create degenerate bridge triangles) 1954 // TODO: also consider drawing the inner rect without the blending-forced shader, if 1955 // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex 1956 // buffers like below, resulting in slightly different transformed coordinates. 1957 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1958 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1959 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1960 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1961 1962 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1963 1964 glDrawArrays(GL_TRIANGLE_STRIP, 0, 14); 1965 1966 glDisableVertexAttribArray(alphaSlot); 1967 } 1968} 1969 1970/** 1971 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1972 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1973 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1974 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1975 * of the line. Hairlines are more involved because we need to account for transform scaling 1976 * to end up with a one-pixel-wide line in screen space.. 1977 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1978 * in combination with values that we calculate and pass down in this method. The basic approach 1979 * is that the quad we create contains both the core line area plus a bounding area in which 1980 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1981 * proportion of the width and the length of a given segment is represented by the boundary 1982 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1983 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1984 * on the inside). This ends up giving the result we want, with pixels that are completely 1985 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1986 * how far into the boundary region they are, which is determined by shader interpolation. 1987 */ 1988status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1989 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1990 1991 const bool isAA = paint->isAntiAlias(); 1992 // We use half the stroke width here because we're going to position the quad 1993 // corner vertices half of the width away from the line endpoints 1994 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1995 // A stroke width of 0 has a special meaning in Skia: 1996 // it draws a line 1 px wide regardless of current transform 1997 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1998 1999 float inverseScaleX = 1.0f; 2000 float inverseScaleY = 1.0f; 2001 bool scaled = false; 2002 2003 int alpha; 2004 SkXfermode::Mode mode; 2005 2006 int generatedVerticesCount = 0; 2007 int verticesCount = count; 2008 if (count > 4) { 2009 // Polyline: account for extra vertices needed for continuous tri-strip 2010 verticesCount += (count - 4); 2011 } 2012 2013 if (isHairLine || isAA) { 2014 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2015 // the line on the screen should always be one pixel wide regardless of scale. For 2016 // AA lines, we only want one pixel of translucent boundary around the quad. 2017 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2018 Matrix4 *mat = mSnapshot->transform; 2019 float m00 = mat->data[Matrix4::kScaleX]; 2020 float m01 = mat->data[Matrix4::kSkewY]; 2021 float m10 = mat->data[Matrix4::kSkewX]; 2022 float m11 = mat->data[Matrix4::kScaleY]; 2023 2024 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2025 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2026 2027 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2028 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2029 2030 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2031 scaled = true; 2032 } 2033 } 2034 } 2035 2036 getAlphaAndMode(paint, &alpha, &mode); 2037 2038 mCaches.enableScissor(); 2039 2040 setupDraw(); 2041 setupDrawNoTexture(); 2042 if (isAA) { 2043 setupDrawAALine(); 2044 } 2045 setupDrawColor(paint->getColor(), alpha); 2046 setupDrawColorFilter(); 2047 setupDrawShader(); 2048 setupDrawBlending(isAA, mode); 2049 setupDrawProgram(); 2050 setupDrawModelViewIdentity(true); 2051 setupDrawColorUniforms(); 2052 setupDrawColorFilterUniforms(); 2053 setupDrawShaderIdentityUniforms(); 2054 2055 if (isHairLine) { 2056 // Set a real stroke width to be used in quad construction 2057 halfStrokeWidth = isAA? 1 : .5; 2058 } else if (isAA && !scaled) { 2059 // Expand boundary to enable AA calculations on the quad border 2060 halfStrokeWidth += .5f; 2061 } 2062 2063 int widthSlot; 2064 int lengthSlot; 2065 2066 Vertex lines[verticesCount]; 2067 Vertex* vertices = &lines[0]; 2068 2069 AAVertex wLines[verticesCount]; 2070 AAVertex* aaVertices = &wLines[0]; 2071 2072 if (CC_UNLIKELY(!isAA)) { 2073 setupDrawVertices(vertices); 2074 } else { 2075 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2076 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2077 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2078 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2079 // This value is used in the fragment shader to determine how to fill fragments. 2080 // We will need to calculate the actual width proportion on each segment for 2081 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2082 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2083 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2084 boundaryWidthProportion, widthSlot, lengthSlot); 2085 } 2086 2087 AAVertex* prevAAVertex = NULL; 2088 Vertex* prevVertex = NULL; 2089 2090 int boundaryLengthSlot = -1; 2091 int boundaryWidthSlot = -1; 2092 2093 for (int i = 0; i < count; i += 4) { 2094 // a = start point, b = end point 2095 vec2 a(points[i], points[i + 1]); 2096 vec2 b(points[i + 2], points[i + 3]); 2097 2098 float length = 0; 2099 float boundaryLengthProportion = 0; 2100 float boundaryWidthProportion = 0; 2101 2102 // Find the normal to the line 2103 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2104 float x = n.x; 2105 n.x = -n.y; 2106 n.y = x; 2107 2108 if (isHairLine) { 2109 if (isAA) { 2110 float wideningFactor; 2111 if (fabs(n.x) >= fabs(n.y)) { 2112 wideningFactor = fabs(1.0f / n.x); 2113 } else { 2114 wideningFactor = fabs(1.0f / n.y); 2115 } 2116 n *= wideningFactor; 2117 } 2118 2119 if (scaled) { 2120 n.x *= inverseScaleX; 2121 n.y *= inverseScaleY; 2122 } 2123 } else if (scaled) { 2124 // Extend n by .5 pixel on each side, post-transform 2125 vec2 extendedN = n.copyNormalized(); 2126 extendedN /= 2; 2127 extendedN.x *= inverseScaleX; 2128 extendedN.y *= inverseScaleY; 2129 2130 float extendedNLength = extendedN.length(); 2131 // We need to set this value on the shader prior to drawing 2132 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2133 n += extendedN; 2134 } 2135 2136 // aa lines expand the endpoint vertices to encompass the AA boundary 2137 if (isAA) { 2138 vec2 abVector = (b - a); 2139 length = abVector.length(); 2140 abVector.normalize(); 2141 2142 if (scaled) { 2143 abVector.x *= inverseScaleX; 2144 abVector.y *= inverseScaleY; 2145 float abLength = abVector.length(); 2146 boundaryLengthProportion = .5 - abLength / (length + abLength); 2147 } else { 2148 boundaryLengthProportion = .5 - .5 / (length + 1); 2149 } 2150 2151 abVector /= 2; 2152 a -= abVector; 2153 b += abVector; 2154 } 2155 2156 // Four corners of the rectangle defining a thick line 2157 vec2 p1 = a - n; 2158 vec2 p2 = a + n; 2159 vec2 p3 = b + n; 2160 vec2 p4 = b - n; 2161 2162 2163 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2164 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2165 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2166 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2167 2168 if (!quickRejectNoScissor(left, top, right, bottom)) { 2169 if (!isAA) { 2170 if (prevVertex != NULL) { 2171 // Issue two repeat vertices to create degenerate triangles to bridge 2172 // between the previous line and the new one. This is necessary because 2173 // we are creating a single triangle_strip which will contain 2174 // potentially discontinuous line segments. 2175 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2176 Vertex::set(vertices++, p1.x, p1.y); 2177 generatedVerticesCount += 2; 2178 } 2179 2180 Vertex::set(vertices++, p1.x, p1.y); 2181 Vertex::set(vertices++, p2.x, p2.y); 2182 Vertex::set(vertices++, p4.x, p4.y); 2183 Vertex::set(vertices++, p3.x, p3.y); 2184 2185 prevVertex = vertices - 1; 2186 generatedVerticesCount += 4; 2187 } else { 2188 if (!isHairLine && scaled) { 2189 // Must set width proportions per-segment for scaled non-hairlines to use the 2190 // correct AA boundary dimensions 2191 if (boundaryWidthSlot < 0) { 2192 boundaryWidthSlot = 2193 mCaches.currentProgram->getUniform("boundaryWidth"); 2194 } 2195 2196 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2197 } 2198 2199 if (boundaryLengthSlot < 0) { 2200 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2201 } 2202 2203 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2204 2205 if (prevAAVertex != NULL) { 2206 // Issue two repeat vertices to create degenerate triangles to bridge 2207 // between the previous line and the new one. This is necessary because 2208 // we are creating a single triangle_strip which will contain 2209 // potentially discontinuous line segments. 2210 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2211 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2212 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2213 generatedVerticesCount += 2; 2214 } 2215 2216 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2217 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2218 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2219 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2220 2221 prevAAVertex = aaVertices - 1; 2222 generatedVerticesCount += 4; 2223 } 2224 2225 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2226 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2227 *mSnapshot->transform); 2228 } 2229 } 2230 2231 if (generatedVerticesCount > 0) { 2232 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2233 } 2234 2235 if (isAA) { 2236 finishDrawAALine(widthSlot, lengthSlot); 2237 } 2238 2239 return DrawGlInfo::kStatusDrew; 2240} 2241 2242status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2243 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2244 2245 // TODO: The paint's cap style defines whether the points are square or circular 2246 // TODO: Handle AA for round points 2247 2248 // A stroke width of 0 has a special meaning in Skia: 2249 // it draws an unscaled 1px point 2250 float strokeWidth = paint->getStrokeWidth(); 2251 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2252 if (isHairLine) { 2253 // Now that we know it's hairline, we can set the effective width, to be used later 2254 strokeWidth = 1.0f; 2255 } 2256 const float halfWidth = strokeWidth / 2; 2257 int alpha; 2258 SkXfermode::Mode mode; 2259 getAlphaAndMode(paint, &alpha, &mode); 2260 2261 int verticesCount = count >> 1; 2262 int generatedVerticesCount = 0; 2263 2264 TextureVertex pointsData[verticesCount]; 2265 TextureVertex* vertex = &pointsData[0]; 2266 2267 // TODO: We should optimize this method to not generate vertices for points 2268 // that lie outside of the clip. 2269 mCaches.enableScissor(); 2270 2271 setupDraw(); 2272 setupDrawNoTexture(); 2273 setupDrawPoint(strokeWidth); 2274 setupDrawColor(paint->getColor(), alpha); 2275 setupDrawColorFilter(); 2276 setupDrawShader(); 2277 setupDrawBlending(mode); 2278 setupDrawProgram(); 2279 setupDrawModelViewIdentity(true); 2280 setupDrawColorUniforms(); 2281 setupDrawColorFilterUniforms(); 2282 setupDrawPointUniforms(); 2283 setupDrawShaderIdentityUniforms(); 2284 setupDrawMesh(vertex); 2285 2286 for (int i = 0; i < count; i += 2) { 2287 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2288 generatedVerticesCount++; 2289 2290 float left = points[i] - halfWidth; 2291 float right = points[i] + halfWidth; 2292 float top = points[i + 1] - halfWidth; 2293 float bottom = points [i + 1] + halfWidth; 2294 2295 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2296 } 2297 2298 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2299 2300 return DrawGlInfo::kStatusDrew; 2301} 2302 2303status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2304 // No need to check against the clip, we fill the clip region 2305 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2306 2307 Rect& clip(*mSnapshot->clipRect); 2308 clip.snapToPixelBoundaries(); 2309 2310 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2311 2312 return DrawGlInfo::kStatusDrew; 2313} 2314 2315status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2316 SkPaint* paint) { 2317 if (!texture) return DrawGlInfo::kStatusDone; 2318 const AutoTexture autoCleanup(texture); 2319 2320 const float x = left + texture->left - texture->offset; 2321 const float y = top + texture->top - texture->offset; 2322 2323 drawPathTexture(texture, x, y, paint); 2324 2325 return DrawGlInfo::kStatusDrew; 2326} 2327 2328status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2329 float rx, float ry, SkPaint* paint) { 2330 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2331 2332 mCaches.activeTexture(0); 2333 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2334 right - left, bottom - top, rx, ry, paint); 2335 return drawShape(left, top, texture, paint); 2336} 2337 2338status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2339 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2340 2341 mCaches.activeTexture(0); 2342 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2343 return drawShape(x - radius, y - radius, texture, paint); 2344} 2345 2346status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2347 SkPaint* paint) { 2348 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2349 2350 mCaches.activeTexture(0); 2351 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2352 return drawShape(left, top, texture, paint); 2353} 2354 2355status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2356 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2357 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2358 2359 if (fabs(sweepAngle) >= 360.0f) { 2360 return drawOval(left, top, right, bottom, paint); 2361 } 2362 2363 mCaches.activeTexture(0); 2364 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2365 startAngle, sweepAngle, useCenter, paint); 2366 return drawShape(left, top, texture, paint); 2367} 2368 2369status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2370 SkPaint* paint) { 2371 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2372 2373 mCaches.activeTexture(0); 2374 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2375 return drawShape(left, top, texture, paint); 2376} 2377 2378status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2379 if (p->getStyle() != SkPaint::kFill_Style) { 2380 return drawRectAsShape(left, top, right, bottom, p); 2381 } 2382 2383 if (quickReject(left, top, right, bottom)) { 2384 return DrawGlInfo::kStatusDone; 2385 } 2386 2387 SkXfermode::Mode mode; 2388 if (!mCaches.extensions.hasFramebufferFetch()) { 2389 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2390 if (!isMode) { 2391 // Assume SRC_OVER 2392 mode = SkXfermode::kSrcOver_Mode; 2393 } 2394 } else { 2395 mode = getXfermode(p->getXfermode()); 2396 } 2397 2398 int color = p->getColor(); 2399 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2400 drawAARect(left, top, right, bottom, color, mode); 2401 } else { 2402 drawColorRect(left, top, right, bottom, color, mode); 2403 } 2404 2405 return DrawGlInfo::kStatusDrew; 2406} 2407 2408void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2409 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2410 float x, float y) { 2411 mCaches.activeTexture(0); 2412 2413 // NOTE: The drop shadow will not perform gamma correction 2414 // if shader-based correction is enabled 2415 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2416 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2417 paint, text, bytesCount, count, mShadowRadius, positions); 2418 const AutoTexture autoCleanup(shadow); 2419 2420 const float sx = x - shadow->left + mShadowDx; 2421 const float sy = y - shadow->top + mShadowDy; 2422 2423 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2424 int shadowColor = mShadowColor; 2425 if (mShader) { 2426 shadowColor = 0xffffffff; 2427 } 2428 2429 setupDraw(); 2430 setupDrawWithTexture(true); 2431 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2432 setupDrawColorFilter(); 2433 setupDrawShader(); 2434 setupDrawBlending(true, mode); 2435 setupDrawProgram(); 2436 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2437 setupDrawTexture(shadow->id); 2438 setupDrawPureColorUniforms(); 2439 setupDrawColorFilterUniforms(); 2440 setupDrawShaderUniforms(); 2441 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2442 2443 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2444} 2445 2446status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2447 const float* positions, SkPaint* paint) { 2448 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2449 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2450 return DrawGlInfo::kStatusDone; 2451 } 2452 2453 // NOTE: Skia does not support perspective transform on drawPosText yet 2454 if (!mSnapshot->transform->isSimple()) { 2455 return DrawGlInfo::kStatusDone; 2456 } 2457 2458 float x = 0.0f; 2459 float y = 0.0f; 2460 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2461 if (pureTranslate) { 2462 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2463 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2464 } 2465 2466 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2467 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2468 paint->getTextSize()); 2469 2470 int alpha; 2471 SkXfermode::Mode mode; 2472 getAlphaAndMode(paint, &alpha, &mode); 2473 2474 if (CC_UNLIKELY(mHasShadow)) { 2475 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2476 0.0f, 0.0f); 2477 } 2478 2479 // Pick the appropriate texture filtering 2480 bool linearFilter = mSnapshot->transform->changesBounds(); 2481 if (pureTranslate && !linearFilter) { 2482 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2483 } 2484 2485 mCaches.activeTexture(0); 2486 setupDraw(); 2487 setupDrawTextGamma(paint); 2488 setupDrawDirtyRegionsDisabled(); 2489 setupDrawWithTexture(true); 2490 setupDrawAlpha8Color(paint->getColor(), alpha); 2491 setupDrawColorFilter(); 2492 setupDrawShader(); 2493 setupDrawBlending(true, mode); 2494 setupDrawProgram(); 2495 setupDrawModelView(x, y, x, y, pureTranslate, true); 2496 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2497 setupDrawPureColorUniforms(); 2498 setupDrawColorFilterUniforms(); 2499 setupDrawShaderUniforms(pureTranslate); 2500 setupDrawTextGammaUniforms(); 2501 2502 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2503 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2504 2505 const bool hasActiveLayer = hasLayer(); 2506 2507 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2508 positions, hasActiveLayer ? &bounds : NULL)) { 2509 if (hasActiveLayer) { 2510 if (!pureTranslate) { 2511 mSnapshot->transform->mapRect(bounds); 2512 } 2513 dirtyLayerUnchecked(bounds, getRegion()); 2514 } 2515 } 2516 2517 return DrawGlInfo::kStatusDrew; 2518} 2519 2520status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2521 float x, float y, const float* positions, SkPaint* paint, float length) { 2522 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2523 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2524 return DrawGlInfo::kStatusDone; 2525 } 2526 2527 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2528 switch (paint->getTextAlign()) { 2529 case SkPaint::kCenter_Align: 2530 x -= length / 2.0f; 2531 break; 2532 case SkPaint::kRight_Align: 2533 x -= length; 2534 break; 2535 default: 2536 break; 2537 } 2538 2539 SkPaint::FontMetrics metrics; 2540 paint->getFontMetrics(&metrics, 0.0f); 2541 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2542 return DrawGlInfo::kStatusDone; 2543 } 2544 2545 const float oldX = x; 2546 const float oldY = y; 2547 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2548 if (CC_LIKELY(pureTranslate)) { 2549 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2550 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2551 } 2552 2553#if DEBUG_GLYPHS 2554 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2555 SkTypeface::UniqueID(paint->getTypeface())); 2556#endif 2557 2558 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2559 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2560 paint->getTextSize()); 2561 2562 int alpha; 2563 SkXfermode::Mode mode; 2564 getAlphaAndMode(paint, &alpha, &mode); 2565 2566 if (CC_UNLIKELY(mHasShadow)) { 2567 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2568 oldX, oldY); 2569 } 2570 2571 // Pick the appropriate texture filtering 2572 bool linearFilter = mSnapshot->transform->changesBounds(); 2573 if (pureTranslate && !linearFilter) { 2574 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2575 } 2576 2577 // The font renderer will always use texture unit 0 2578 mCaches.activeTexture(0); 2579 setupDraw(); 2580 setupDrawTextGamma(paint); 2581 setupDrawDirtyRegionsDisabled(); 2582 setupDrawWithTexture(true); 2583 setupDrawAlpha8Color(paint->getColor(), alpha); 2584 setupDrawColorFilter(); 2585 setupDrawShader(); 2586 setupDrawBlending(true, mode); 2587 setupDrawProgram(); 2588 setupDrawModelView(x, y, x, y, pureTranslate, true); 2589 // See comment above; the font renderer must use texture unit 0 2590 // assert(mTextureUnit == 0) 2591 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2592 setupDrawPureColorUniforms(); 2593 setupDrawColorFilterUniforms(); 2594 setupDrawShaderUniforms(pureTranslate); 2595 setupDrawTextGammaUniforms(); 2596 2597 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2598 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2599 2600 const bool hasActiveLayer = hasLayer(); 2601 2602 bool status; 2603 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2604 SkPaint paintCopy(*paint); 2605 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2606 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2607 positions, hasActiveLayer ? &bounds : NULL); 2608 } else { 2609 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2610 positions, hasActiveLayer ? &bounds : NULL); 2611 } 2612 2613 if (status && hasActiveLayer) { 2614 if (!pureTranslate) { 2615 mSnapshot->transform->mapRect(bounds); 2616 } 2617 dirtyLayerUnchecked(bounds, getRegion()); 2618 } 2619 2620 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2621 2622 return DrawGlInfo::kStatusDrew; 2623} 2624 2625status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2626 float hOffset, float vOffset, SkPaint* paint) { 2627 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2628 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2629 return DrawGlInfo::kStatusDone; 2630 } 2631 2632 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2633 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2634 paint->getTextSize()); 2635 2636 int alpha; 2637 SkXfermode::Mode mode; 2638 getAlphaAndMode(paint, &alpha, &mode); 2639 2640 mCaches.activeTexture(0); 2641 setupDraw(); 2642 setupDrawTextGamma(paint); 2643 setupDrawDirtyRegionsDisabled(); 2644 setupDrawWithTexture(true); 2645 setupDrawAlpha8Color(paint->getColor(), alpha); 2646 setupDrawColorFilter(); 2647 setupDrawShader(); 2648 setupDrawBlending(true, mode); 2649 setupDrawProgram(); 2650 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2651 setupDrawTexture(fontRenderer.getTexture(true)); 2652 setupDrawPureColorUniforms(); 2653 setupDrawColorFilterUniforms(); 2654 setupDrawShaderUniforms(false); 2655 setupDrawTextGammaUniforms(); 2656 2657 const Rect* clip = &mSnapshot->getLocalClip(); 2658 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2659 2660 const bool hasActiveLayer = hasLayer(); 2661 2662 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2663 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2664 if (hasActiveLayer) { 2665 mSnapshot->transform->mapRect(bounds); 2666 dirtyLayerUnchecked(bounds, getRegion()); 2667 } 2668 } 2669 2670 return DrawGlInfo::kStatusDrew; 2671} 2672 2673status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2674 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2675 2676 mCaches.activeTexture(0); 2677 2678 // TODO: Perform early clip test before we rasterize the path 2679 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2680 if (!texture) return DrawGlInfo::kStatusDone; 2681 const AutoTexture autoCleanup(texture); 2682 2683 const float x = texture->left - texture->offset; 2684 const float y = texture->top - texture->offset; 2685 2686 drawPathTexture(texture, x, y, paint); 2687 2688 return DrawGlInfo::kStatusDrew; 2689} 2690 2691status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2692 if (!layer) { 2693 return DrawGlInfo::kStatusDone; 2694 } 2695 2696 Rect transformed; 2697 Rect clip; 2698 const bool rejected = quickRejectNoScissor(x, y, 2699 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2700 2701 if (rejected) { 2702 return DrawGlInfo::kStatusDone; 2703 } 2704 2705 bool debugLayerUpdate = false; 2706 if (updateLayer(layer, true)) { 2707 debugLayerUpdate = mCaches.debugLayersUpdates; 2708 } 2709 2710 mCaches.setScissorEnabled(!clip.contains(transformed)); 2711 mCaches.activeTexture(0); 2712 2713 if (CC_LIKELY(!layer->region.isEmpty())) { 2714 if (layer->region.isRect()) { 2715 composeLayerRect(layer, layer->regionRect); 2716 } else if (layer->mesh) { 2717 const float a = layer->getAlpha() / 255.0f; 2718 SkiaColorFilter *oldFilter = mColorFilter; 2719 mColorFilter = layer->getColorFilter(); 2720 2721 setupDraw(); 2722 setupDrawWithTexture(); 2723 setupDrawColor(a, a, a, a); 2724 setupDrawColorFilter(); 2725 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2726 setupDrawProgram(); 2727 setupDrawPureColorUniforms(); 2728 setupDrawColorFilterUniforms(); 2729 setupDrawTexture(layer->getTexture()); 2730 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2731 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2732 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2733 2734 layer->setFilter(GL_NEAREST); 2735 setupDrawModelViewTranslate(tx, ty, 2736 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2737 } else { 2738 layer->setFilter(GL_LINEAR); 2739 setupDrawModelViewTranslate(x, y, 2740 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2741 } 2742 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2743 2744 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2745 GL_UNSIGNED_SHORT, layer->meshIndices); 2746 2747 finishDrawTexture(); 2748 2749 mColorFilter = oldFilter; 2750 2751#if DEBUG_LAYERS_AS_REGIONS 2752 drawRegionRects(layer->region); 2753#endif 2754 } 2755 2756 if (debugLayerUpdate) { 2757 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2758 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2759 } 2760 } 2761 2762 return DrawGlInfo::kStatusDrew; 2763} 2764 2765/////////////////////////////////////////////////////////////////////////////// 2766// Shaders 2767/////////////////////////////////////////////////////////////////////////////// 2768 2769void OpenGLRenderer::resetShader() { 2770 mShader = NULL; 2771} 2772 2773void OpenGLRenderer::setupShader(SkiaShader* shader) { 2774 mShader = shader; 2775 if (mShader) { 2776 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2777 } 2778} 2779 2780/////////////////////////////////////////////////////////////////////////////// 2781// Color filters 2782/////////////////////////////////////////////////////////////////////////////// 2783 2784void OpenGLRenderer::resetColorFilter() { 2785 mColorFilter = NULL; 2786} 2787 2788void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2789 mColorFilter = filter; 2790} 2791 2792/////////////////////////////////////////////////////////////////////////////// 2793// Drop shadow 2794/////////////////////////////////////////////////////////////////////////////// 2795 2796void OpenGLRenderer::resetShadow() { 2797 mHasShadow = false; 2798} 2799 2800void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2801 mHasShadow = true; 2802 mShadowRadius = radius; 2803 mShadowDx = dx; 2804 mShadowDy = dy; 2805 mShadowColor = color; 2806} 2807 2808/////////////////////////////////////////////////////////////////////////////// 2809// Draw filters 2810/////////////////////////////////////////////////////////////////////////////// 2811 2812void OpenGLRenderer::resetPaintFilter() { 2813 mHasDrawFilter = false; 2814} 2815 2816void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2817 mHasDrawFilter = true; 2818 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2819 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2820} 2821 2822SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2823 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2824 2825 uint32_t flags = paint->getFlags(); 2826 2827 mFilteredPaint = *paint; 2828 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2829 2830 return &mFilteredPaint; 2831} 2832 2833/////////////////////////////////////////////////////////////////////////////// 2834// Drawing implementation 2835/////////////////////////////////////////////////////////////////////////////// 2836 2837void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2838 float x, float y, SkPaint* paint) { 2839 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2840 return; 2841 } 2842 2843 int alpha; 2844 SkXfermode::Mode mode; 2845 getAlphaAndMode(paint, &alpha, &mode); 2846 2847 setupDraw(); 2848 setupDrawWithTexture(true); 2849 setupDrawAlpha8Color(paint->getColor(), alpha); 2850 setupDrawColorFilter(); 2851 setupDrawShader(); 2852 setupDrawBlending(true, mode); 2853 setupDrawProgram(); 2854 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2855 setupDrawTexture(texture->id); 2856 setupDrawPureColorUniforms(); 2857 setupDrawColorFilterUniforms(); 2858 setupDrawShaderUniforms(); 2859 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2860 2861 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2862 2863 finishDrawTexture(); 2864} 2865 2866// Same values used by Skia 2867#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2868#define kStdUnderline_Offset (1.0f / 9.0f) 2869#define kStdUnderline_Thickness (1.0f / 18.0f) 2870 2871void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2872 float x, float y, SkPaint* paint) { 2873 // Handle underline and strike-through 2874 uint32_t flags = paint->getFlags(); 2875 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2876 SkPaint paintCopy(*paint); 2877 float underlineWidth = length; 2878 // If length is > 0.0f, we already measured the text for the text alignment 2879 if (length <= 0.0f) { 2880 underlineWidth = paintCopy.measureText(text, bytesCount); 2881 } 2882 2883 if (CC_LIKELY(underlineWidth > 0.0f)) { 2884 const float textSize = paintCopy.getTextSize(); 2885 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2886 2887 const float left = x; 2888 float top = 0.0f; 2889 2890 int linesCount = 0; 2891 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2892 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2893 2894 const int pointsCount = 4 * linesCount; 2895 float points[pointsCount]; 2896 int currentPoint = 0; 2897 2898 if (flags & SkPaint::kUnderlineText_Flag) { 2899 top = y + textSize * kStdUnderline_Offset; 2900 points[currentPoint++] = left; 2901 points[currentPoint++] = top; 2902 points[currentPoint++] = left + underlineWidth; 2903 points[currentPoint++] = top; 2904 } 2905 2906 if (flags & SkPaint::kStrikeThruText_Flag) { 2907 top = y + textSize * kStdStrikeThru_Offset; 2908 points[currentPoint++] = left; 2909 points[currentPoint++] = top; 2910 points[currentPoint++] = left + underlineWidth; 2911 points[currentPoint++] = top; 2912 } 2913 2914 paintCopy.setStrokeWidth(strokeWidth); 2915 2916 drawLines(&points[0], pointsCount, &paintCopy); 2917 } 2918 } 2919} 2920 2921void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2922 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2923 // If a shader is set, preserve only the alpha 2924 if (mShader) { 2925 color |= 0x00ffffff; 2926 } 2927 2928 setupDraw(); 2929 setupDrawNoTexture(); 2930 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2931 setupDrawShader(); 2932 setupDrawColorFilter(); 2933 setupDrawBlending(mode); 2934 setupDrawProgram(); 2935 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2936 setupDrawColorUniforms(); 2937 setupDrawShaderUniforms(ignoreTransform); 2938 setupDrawColorFilterUniforms(); 2939 setupDrawSimpleMesh(); 2940 2941 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2942} 2943 2944void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2945 Texture* texture, SkPaint* paint) { 2946 int alpha; 2947 SkXfermode::Mode mode; 2948 getAlphaAndMode(paint, &alpha, &mode); 2949 2950 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2951 2952 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2953 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2954 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2955 2956 texture->setFilter(GL_NEAREST, true); 2957 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2958 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2959 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2960 } else { 2961 texture->setFilter(FILTER(paint), true); 2962 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2963 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2964 GL_TRIANGLE_STRIP, gMeshCount); 2965 } 2966} 2967 2968void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2969 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2970 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2971 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2972} 2973 2974void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2975 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2976 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2977 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2978 2979 setupDraw(); 2980 setupDrawWithTexture(); 2981 setupDrawColor(alpha, alpha, alpha, alpha); 2982 setupDrawColorFilter(); 2983 setupDrawBlending(blend, mode, swapSrcDst); 2984 setupDrawProgram(); 2985 if (!dirty) { 2986 setupDrawDirtyRegionsDisabled(); 2987 } 2988 if (!ignoreScale) { 2989 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2990 } else { 2991 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2992 } 2993 setupDrawPureColorUniforms(); 2994 setupDrawColorFilterUniforms(); 2995 setupDrawTexture(texture); 2996 setupDrawMesh(vertices, texCoords, vbo); 2997 2998 glDrawArrays(drawMode, 0, elementsCount); 2999 3000 finishDrawTexture(); 3001} 3002 3003void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3004 ProgramDescription& description, bool swapSrcDst) { 3005 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3006 3007 if (blend) { 3008 // These blend modes are not supported by OpenGL directly and have 3009 // to be implemented using shaders. Since the shader will perform 3010 // the blending, turn blending off here 3011 // If the blend mode cannot be implemented using shaders, fall 3012 // back to the default SrcOver blend mode instead 3013 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3014 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3015 description.framebufferMode = mode; 3016 description.swapSrcDst = swapSrcDst; 3017 3018 if (mCaches.blend) { 3019 glDisable(GL_BLEND); 3020 mCaches.blend = false; 3021 } 3022 3023 return; 3024 } else { 3025 mode = SkXfermode::kSrcOver_Mode; 3026 } 3027 } 3028 3029 if (!mCaches.blend) { 3030 glEnable(GL_BLEND); 3031 } 3032 3033 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3034 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3035 3036 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3037 glBlendFunc(sourceMode, destMode); 3038 mCaches.lastSrcMode = sourceMode; 3039 mCaches.lastDstMode = destMode; 3040 } 3041 } else if (mCaches.blend) { 3042 glDisable(GL_BLEND); 3043 } 3044 mCaches.blend = blend; 3045} 3046 3047bool OpenGLRenderer::useProgram(Program* program) { 3048 if (!program->isInUse()) { 3049 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3050 program->use(); 3051 mCaches.currentProgram = program; 3052 return false; 3053 } 3054 return true; 3055} 3056 3057void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3058 TextureVertex* v = &mMeshVertices[0]; 3059 TextureVertex::setUV(v++, u1, v1); 3060 TextureVertex::setUV(v++, u2, v1); 3061 TextureVertex::setUV(v++, u1, v2); 3062 TextureVertex::setUV(v++, u2, v2); 3063} 3064 3065void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3066 getAlphaAndModeDirect(paint, alpha, mode); 3067 *alpha *= mSnapshot->alpha; 3068} 3069 3070}; // namespace uirenderer 3071}; // namespace android 3072